objective behavioural DV's 1) total number of plays in session 2) total minutes of play in session 3) total plays per minute in session 4) end stake - total winnings 5) total number of wins in session 6) win rate time 7) win rate plays

5 of 16

what were the subjective DV's of the experiment?

personalisation of the machine, irrational thinking , talking to the machine, wearing at the machine

in an arcade, each participant was given £3 to gamble on a machine that gave 30 free gambles, each participant was set the objective to stay on the machine for 60 gamblers to break even or win back £3,

8 of 16

what would happen if they achieved 60 gambles?

they could choose to keep the money or carry on gambling

9 of 16

what were the participants allocated to do?

think aloud ( TA) or not to think aloud ( NTA), think aloud participants were asked to speak their thoughts as they played into a recording device

10 of 16

what were the controls of the experiment?

unless they objected all participants were asked to use same machine - fruitskill, randomly assigned to thinking/ not thinking aloud, all recording were transcribed within 24 hours

11 of 16

what were the findings of the experiment ?

14 regular gamblers managed to break even ( 60 gambles), 10 stayed on the machine until they lost all the money, 7 non regular gamblers broke even, 2 stayed on till they lost all the money

12 of 16

what were the conclusions from the experiment?

regular gamblers are more skillful ( know the reels, when to nudge), gamblers know they will lose but they play with money not for it ( staying on is the objective), regular gamblers make more irrational verbalisations, demonstrating cognitive bias